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Comparing deliantra/server/server/player.C (file contents):
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC vs.
Revision 1.270 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
110 link_skills (); 108 link_skills ();
111 109
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
139 ob->flag [FLAG_READY_WEAPON] = false; 137 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
141 ob->flag [FLAG_READY_BOW] = false; 140 ob->flag [FLAG_READY_BOW] = false;
142 141
143 for (object *op = ob->inv; op; op = op->below) 142 ob->update_stats (); // we unapplied stuff above
144 if (op->flag [FLAG_APPLIED]) 143 activate ();
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166 144
167 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
169} 147}
170 148
256 disconnect (); 234 disconnect ();
257 235
258 attachable::do_destroy (); 236 attachable::do_destroy ();
259 237
260 if (ob) 238 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy (); 239 ob->destroy ();
264 }
265 240
266 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
267} 242}
268 243
269player::~player () 244player::~player ()
544 next = op->below; 519 next = op->below;
545 520
546 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
548 */ 523 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
551 526
552 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 528 * by this player due to race restrictions
554 */ 529 */
555 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
556 { 531 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 533 &&
559 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 539 {
565 op->destroy (); 540 op->destroy ();
566 continue; 541 continue;
567 } 542 }
568 } 543 }
585 if (op->nrof > 1) 560 if (op->nrof > 1)
586 op->nrof = 1; 561 op->nrof = 1;
587 } 562 }
588 563
589 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 op->inv->clr_flag (FLAG_STARTEQUIP);
591 566
592 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
594 * merged properly. 569 * merged properly.
595 */ 570 */
596 if (need_identify (op)) 571 if (need_identify (op))
597 { 572 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 573 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 574 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 575 op->clr_flag (FLAG_DAMNED);
601 } 576 }
602 577
603 if (op->type == SPELL) 578 if (op->type == SPELL)
604 { 579 {
605 op->destroy (); 580 op->destroy ();
606 continue; 581 continue;
607 } 582 }
608 else if (op->type == SKILL) 583 else if (op->type == SKILL)
609 { 584 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 586 op->stats.exp = 0;
612 op->level = 1; 587 op->level = 1;
613 } 588 }
614 else /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 590 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
617 592
618 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 594 pl->contr->link_skills ();
620} 595}
754 729
755 if (ob->msg) 730 if (ob->msg)
756 ob->msg = 0; 731 ob->msg = 0;
757 732
758 start_info (ob); 733 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 734 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 737 ob->update_stats ();
763 738
764 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
813 rv_vector rv; 788 rv_vector rv;
814 789
815 if (op->stats.hp < 0) 790 if (op->stats.hp < 0)
816 { 791 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
819 return; 794 return;
820 } 795 }
821 796
822 if (!op->enemy) 797 if (!op->enemy)
823 { 798 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
826 return; 801 return;
827 } 802 }
828 803
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 { 805 {
831 op->enemy = NULL; 806 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 807 op->clr_flag (FLAG_SCARED);
833 return; 808 return;
834 } 809 }
835 810
836 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
837 812
838 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
840 { 815 {
841 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
842 817
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 819 return;
845 } 820 }
846 821
847 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 824 op->enemy = NULL;
850} 825}
851 826
852/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
853 * It returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
858{ 833{
859 object *tmp, *next; 834 object *tmp, *next;
860 int stop = 0; 835 int stop = 0;
861 int wvratio; 836 int wvratio;
862 837
863 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
865 return 1; 840 return 1;
866 841
867 next = op->below; 842 next = op->below;
868 843
945 * fighting */ 920 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
947 return 1; 922 return 1;
948 923
949 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 925 if (tmp->flag [FLAG_UNPAID])
951 continue; 926 continue;
952 927
953 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 929 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
955 continue; 930 continue;
956 931
957 /* all food and drink if desired */ 932 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
963 continue; 938 continue;
964 } 939 }
965 940
966 if (op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
968 { 943 {
969 CHK_PICK_PICKUP; 944 CHK_PICK_PICKUP;
970 continue; 945 continue;
971 } 946 }
972 947
1010 continue; 985 continue;
1011 } 986 }
1012 987
1013 /* pick up all magical items */ 988 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 990 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 991 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 992 {
1018 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1019 continue; 994 continue;
1020 } 995 }
1021 996
1105 continue; 1080 continue;
1106 } 1081 }
1107 1082
1108 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1086 {
1112 CHK_PICK_PICKUP; 1087 CHK_PICK_PICKUP;
1113 continue; 1088 continue;
1114 } 1089 }
1115 1090
1170 * return 0. 1145 * return 0.
1171 */ 1146 */
1172static int 1147static int
1173action_makes_visible (object *op) 1148action_makes_visible (object *op)
1174{ 1149{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1150 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1151 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1152 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1153 {
1179 // artefact invisibility is permanent, but we still make noise 1154 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1155 // this is important for game-balance.
1181 if (op->contr) 1156 if (op->contr)
1182 op->make_noise (); 1157 op->make_noise ();
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1186 return splay (tmp);
1212 1187
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1189 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type)) 1190 if (object *arrow = find_arrow (tmp, type))
1216 { 1191 {
1217 splay (tmp); 1192 splay (tmp);
1218 return arrow; 1193 return arrow;
1219 } 1194 }
1236 if (!type) 1211 if (!type)
1237 return NULL; 1212 return NULL;
1238 1213
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1215 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1217 {
1243 i = 0; 1218 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1220
1246 if (i > betterby) 1221 if (i > betterby)
1347 break; 1322 break;
1348 } 1323 }
1349 1324
1350 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (tmp->flag [FLAG_ALIVE])
1353 break; 1328 break;
1354 } 1329 }
1355 1330
1356 if (!tmp) 1331 if (!tmp)
1357 return find_arrow (op, type); 1332 return find_arrow (op, type);
1418 { 1393 {
1419 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1422 else 1397 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 op->clr_flag (FLAG_READY_BOW);
1424 1399
1425 return 0; 1400 return 0;
1426 } 1401 }
1427 } 1402 }
1428 1403
1584 { 1559 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1561 return;
1587 } 1562 }
1588 1563
1589 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1590 return; 1565 return;
1591 1566
1592 if (item->type == WAND) 1567 if (item->type == WAND)
1593 { 1568 {
1594 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1628 { 1603 {
1629 object *tmp; 1604 object *tmp;
1630 1605
1631 if (item->arch) 1606 if (item->arch)
1632 { 1607 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1609 item->face = item->arch->face;
1635 item->set_speed (0); 1610 item->set_speed (0);
1636 } 1611 }
1637 1612
1638 if (object *pl = item->visible_to ()) 1613 if (object *pl = item->visible_to ())
1645} 1620}
1646 1621
1647/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1648 */ 1623 */
1649bool 1624bool
1650fire (object *op, int dir) 1625fire (object *who, int dir)
1651{ 1626{
1652 int spellcost = 0; 1627 int spellcost = 0;
1653 1628
1654 player *pl = op->contr; 1629 player *pl = who->contr;
1655 1630
1656 if (pl->golem) 1631 if (pl->golem)
1657 { 1632 {
1658 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1659 return false; 1634 return false;
1660 } 1635 }
1661 1636
1662 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1663 1638
1664 if (!ob) 1639 if (!ob)
1665 return false; 1640 return false;
1666 1641
1667 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1668 --op->speed_left; 1643 --who->speed_left;
1669 else 1644 else
1670 return false; 1645 return false;
1671 1646
1672 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1673 return false; 1648 return false;
1674 1649
1675 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1677 make_visible (op); 1652 make_visible (who);
1678 1653
1679 switch (ob->type) 1654 switch (ob->type)
1680 { 1655 {
1681 case BOW: 1656 case BOW:
1682 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1683 break; 1658 break;
1684 1659
1685 case SPELL: 1660 case SPELL:
1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1687 break; 1662 break;
1688 1663
1689 case BUILDER: 1664 case BUILDER:
1690 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1691 break; 1666 break;
1692 1667
1693 case SKILL: 1668 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1695 break; 1670 break;
1696 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1697 default: 1676 default:
1698 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1699 break; 1678 break;
1700 } 1679 }
1701 1680
1702 return true; 1681 return true;
1703} 1682}
1762 * 1741 *
1763 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1764 * all the others. 1743 * all the others.
1765 */ 1744 */
1766 if (pl->contr->usekeys == key_inventory 1745 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1746 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1748 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL; 1751 return NULL;
1856 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1857 */ 1836 */
1858bool 1837bool
1859move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1860{ 1839{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 { 1841 {
1863 --op->speed_left; 1842 --op->speed_left;
1864 return true; 1843 return true;
1865 } 1844 }
1866 1845
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1848
1874 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1875 return false; 1850 return false;
1876 1851
1877 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
1927 */ 1902 */
1928 if (op->type == PLAYER 1903 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr 1904 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op) 1906 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1907 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1933 { 1908 {
1934 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced) 1910 if (op->contr->braced)
1936 return false; 1911 return false;
1937 1912
1948 return true; 1923 return true;
1949 } 1924 }
1950 else 1925 else
1951 return false; 1926 return false;
1952 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1953 1930
1954 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
1957 * attack them either. 1934 * attack them either.
1958 */ 1935 */
1959 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1937 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1961 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground)) 1940 && !on_battleground))
1964 { 1941 {
1965 if (op->speed_left > 0.f) 1942 if (op->speed_left > 0.f)
1981 } 1958 }
1982 } 1959 }
1983 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
1984 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
1985 */ 1962 */
1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 { 1964 {
1988 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
1989 { 1966 {
1990 --op->speed_left; 1967 --op->speed_left;
1991 1968
2000 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2001 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2002 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2003 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2004 */ 1981 */
2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2007 { 1984 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 { 1986 {
2010 --op->contr->weapon_sp_left; 1987 --op->contr->weapon_sp_left;
2026{ 2003{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2028 return 0; 2005 return 0;
2029 2006
2030 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2032 { 2009 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2011 return 0;
2035 } 2012 }
2036 2013
2037 /* peterm: added following line */ 2014 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (op->flag [FLAG_CONFUSED] && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040 2017
2041 op->facing = dir; 2018 op->facing = dir;
2042 2019
2043 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2083 * players. 2060 * players.
2084 */ 2061 */
2085bool 2062bool
2086handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2087{ 2064{
2088 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (op->flag [FLAG_SCARED])
2089 { 2066 {
2090 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2091 { 2068 {
2092 --op->speed_left; 2069 --op->speed_left;
2093 flee_player (op); 2070 flee_player (op);
2112} 2089}
2113 2090
2114static int 2091static int
2115save_life (object *op) 2092save_life (object *op)
2116{ 2093{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!op->flag [FLAG_LIFESAVE])
2118 return 0; 2095 return 0;
2119 2096
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 { 2099 {
2123 op->play_sound (sound_find ("ob_evaporate")); 2100 op->play_sound (sound_find ("ob_evaporate"));
2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2125 2102
2126 tmp->destroy (); 2103 tmp->destroy ();
2127 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 op->clr_flag (FLAG_LIFESAVE);
2128 2105
2129 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2131 2108
2132 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2133 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2134 2111
2135 op->update_stats (); 2112 op->update_stats ();
2136 return 1; 2113 return 1;
2137 } 2114 }
2138 2115
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 CLEAR_FLAG (op, FLAG_LIFESAVE); 2117 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2142 return 0; 2119 return 0;
2143} 2120}
2144 2121
2145/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2152{ 2129{
2153 while (op) 2130 while (op)
2154 { 2131 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156 2133
2157 if (QUERY_FLAG (op, FLAG_UNPAID)) 2134 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env); 2135 op->insert_at (env);
2159 else if (op->inv) 2136 else if (op->inv)
2160 drop_unpaid_items (op->inv, env); 2137 drop_unpaid_items (op->inv, env);
2161 2138
2162 op = next; 2139 op = next;
2192 * alternate it here for it to work correctly. 2169 * alternate it here for it to work correctly.
2193 */ 2170 */
2194 if (pticks & 2) 2171 if (pticks & 2)
2195 op->invisible--; 2172 op->invisible--;
2196 } 2173 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2198 { 2175 {
2199 if (!op->invisible--) 2176 if (!op->invisible--)
2200 { 2177 {
2201 make_visible (op); 2178 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2269 if (op->stats.sp < op->stats.maxsp) 2246 if (op->stats.sp < op->stats.maxsp)
2270 { 2247 {
2271 op->stats.sp++; 2248 op->stats.sp++;
2272 2249
2273 /* dms do not consume food */ 2250 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (!op->flag [FLAG_WIZ])
2275 { 2252 {
2276 op->stats.food--; 2253 op->stats.food--;
2277 2254
2278 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2313 if (op->stats.hp < op->stats.maxhp) 2290 if (op->stats.hp < op->stats.maxhp)
2314 { 2291 {
2315 op->stats.hp++; 2292 op->stats.hp++;
2316 2293
2317 /* dms do not consume food */ 2294 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ)) 2295 if (!op->flag [FLAG_WIZ])
2319 { 2296 {
2320 op->stats.food--; 2297 op->stats.food--;
2321 2298
2322 if (op->contr->digestion < 0) 2299 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion; 2300 op->stats.food += op->contr->digestion;
2350 penalty = max (0, -op->contr->digestion); 2327 penalty = max (0, -op->contr->digestion);
2351 2328
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353 2330
2354 /* dms do not consume food */ 2331 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2356 op->stats.food--; 2333 op->stats.food--;
2357 } 2334 }
2358 2335
2359 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 { 2337 {
2361 object *flesh = 0; 2338 object *flesh = 0;
2362 2339
2363 for_inv_removable (op, tmp) 2340 for_inv_removable (op, tmp)
2364 { 2341 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (tmp->flag [FLAG_UNPAID])
2366 continue; 2343 continue;
2367 2344
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2346 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2347 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2373 2350
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2352 break;
2376 } 2353 }
2377 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2383 */ 2360 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2362 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2363 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2389 } 2366 }
2390 2367
2391 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2405 op->contr->killer->destroy (); 2382 op->contr->killer->destroy ();
2406 } 2383 }
2407 } 2384 }
2408 2385
2409 /* killer should be set here already */ 2386 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2411 kill_player (op); 2388 kill_player (op);
2412 } 2389 }
2413} 2390}
2414 2391
2415/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2449 cure_disease (op, 0, 0); /* remove any disease */ 2426 cure_disease (op, 0, 0); /* remove any disease */
2450 2427
2451 max_it (op->stats.hp , op->stats.maxhp); 2428 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2429 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2430 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2431 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2432
2458 // remove all spell effects that are active 2433 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2434 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2435 for (object *item = op->inv; item; )
2461 { 2436 {
2612 * difference. 2587 * difference.
2613 */ 2588 */
2614 if (this_stat >= -50) 2589 if (this_stat >= -50)
2615 { 2590 {
2616 change_attr_value (&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2592 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2594 op->update_stats ();
2620 lost_a_stat = 1; 2595 lost_a_stat = 1;
2621 } 2596 }
2622 } 2597 }
2693 2668
2694 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f; 2671 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2672 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2673 force->set_flag (FLAG_APPLIED);
2699 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2676 force->resist[at] = 100;
2702 2677
2703 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2725 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2726 2701
2727 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2729 2704
2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2731 { 2706 {
2732 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2733 { 2708 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2825} 2800}
2826 2801
2827int 2802int
2828is_true_undead (object *op) 2803is_true_undead (object *op)
2829{ 2804{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2805 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2806 return 1;
2832 2807
2833 return 0; 2808 return 0;
2834} 2809}
2835 2810
2933 2908
2934 if (who->type == PLAYER) 2909 if (who->type == PLAYER)
2935 player = 1; 2910 player = 1;
2936 2911
2937 else 2912 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2913 friendly = who->flag [FLAG_FRIENDLY];
2939 2914
2940 /* search adjacent squares */ 2915 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2916 for (i = 1; i < 9; i++)
2942 { 2917 {
2943 x = who->x + freearr_x[i]; 2918 x = who->x + freearr_x[i];
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue; 2928 continue;
2954 2929
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 { 2931 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2958 return 1; 2933 return 1;
2959 else if (tmp->type == PLAYER) 2934 else if (tmp->type == PLAYER)
2960 { 2935 {
2961 /*don't let a hidden DM prevent you from hiding */ 2936 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2937 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2963 return 1; 2938 return 1;
2964 } 2939 }
2965 } 2940 }
2966 } 2941 }
2967 return 0; 2942 return 0;
3036 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3037 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3038 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3039 for (object *tmp = op->below; tmp; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 { 3015 {
3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (tmp->flag [FLAG_IS_FLOOR])
3042 { 3017 {
3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3018 if (tmp->flag [FLAG_NO_PICK]
3044 && tmp->type == BATTLEGROUND 3019 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3022 {
3048 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3050 {
3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3052 { 3027 {
3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 {
3055 if (x && y) 3028 if (x && y)
3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057 3030
3058 return 1; 3031 return 1;
3059 }
3060 } 3032 }
3061 }
3062 3033
3063 if (x && y) 3034 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065 3036
3066 return 1; 3037 return 1;
3204 else 3175 else
3205 j = 1; 3176 j = 1;
3206 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3207 } 3178 }
3208 } 3179 }
3180
3209 strcat (buf, "."); 3181 strcat (buf, ".");
3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3211 } 3183 }
3212 3184
3213 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3214 if (QUERY_FLAG (item, FLAG_XRAYS)) 3186 if (item->flag [FLAG_XRAYS])
3215 SET_FLAG (skin, FLAG_XRAYS); 3187 skin->set_flag (FLAG_XRAYS);
3216 if (QUERY_FLAG (item, FLAG_STEALTH)) 3188 if (item->flag [FLAG_STEALTH])
3217 SET_FLAG (skin, FLAG_STEALTH); 3189 skin->set_flag (FLAG_STEALTH);
3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3190 if (item->flag [FLAG_SEE_IN_DARK])
3219 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3191 skin->set_flag (FLAG_SEE_IN_DARK);
3220 3192
3221 /* print message if there is one */ 3193 /* print message if there is one */
3222 if (item->msg != NULL) 3194 if (item->msg != NULL)
3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 } 3196 }
3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3230 who->insert (tmp); 3202 who->insert (tmp);
3231 } 3203 }
3232} 3204}
3233 3205
3234/**
3235 * Unready an object for a player. This function does nothing if the object was
3236 * not readied.
3237 */
3238void
3239player_unready_range_ob (player *pl, object *ob)
3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3247 if (pl->ranged_ob == ob)
3248 pl->ranged_ob = 0;
3249}
3250
3251//-GPL 3206//-GPL
3252 3207
3253sint8 3208sint8
3254player::darkness_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3255{ 3210{
3283{ 3238{
3284 play_sound (sound_find ("generic_failure")); 3239 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color); 3240 statusmsg (msg, color);
3286} 3241}
3287 3242
3243void
3244object::failmsgf (const char *format, ...)
3245{
3246 if (!contr)
3247 return;
3248
3249 va_list ap;
3250 va_start (ap, format);
3251 contr->failmsg (vformat (format, ap));
3252 va_end (ap);
3253}
3254
3255void
3256player::failmsgf (const char *format, ...)
3257{
3258 va_list ap;
3259 va_start (ap, format);
3260 failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263

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